Early Settlers is a simple little two story map set in a grid-like pattern. Rooms are arranged chamber-like, abutting each other and set end to end. Most of these rooms are linked in a six block rectangular matrix– with an ground floor exit in each room going to one of the three adjacent cells. Raised walkways run along the outside walls of each room and cross over to form the interior partition between each area. These interior ramps stand a half-level taller than the exterior ones, and offer commanding views from where they dart between the rooftops of the village. At least one set of stairs in each room links the ground floor with both the interior and exterior walkways. Only one room sits outside the block– although placed off to the side, it remains linked to the others with via same set of platforms and one stair/one passage formula on the ground floor. A few other closet-sized rooms are about, but these seem to be more a component of the atmosphere (see below) than they are a legitimate part of the layout. The grid system has numerous advantages– along with the relatively small size of the map, the regular and systematic interlinking of the boards room keep connectivity very high from one side of the map to the other. Additionally, placement of staircases in each room and the frequency of drop-down access make movement from floor to floor just as easy. A very basic design, but clearly one that works. (B+)

 

Atmosphere is top notch, but not exactly what one would expect from a quake level. Set in a medieval village at dawn, Early Settlers is positively filled with rosy hues, both in the brightening sky overhead and in the cheerful visage of the architecture. The author has done a very good job of skillfully crafting a credible village here amidst all the standard accouterments of a deathmatch board– walls are camouflaged with believable building facades, and gothic arches and pillared canopies fill up the remaining space. Along with the architecture, the texturing can half the credit for the good looks of this map. A varied palette of natural stone, grass, and bricks complete the illusion of an idyllic little town. Hardly your typical dark and gloomy DM map, but somehow the warm and friendly environment manages to convey authenticity without being cheesy. Overall, an excellent effort. (A-)

 
 

The author suggests that this map is similar to one of his previous works, Grindmill. Although I can certainly see the similarity in some of the most basic design traits– such as using elevated walkways in each room and a underlying square layout– I think the similarity really ends there. Grindmill was a centralized map, with players meeting to slug it out in a central plaza. Early Settlement takes the other road, being so decentralized that no particular place holds a monopoly on the board's bloodshed. The cellblock arrangement of rooms really prevents players from grouping all together in a single place unless they happen to do so by a chance meeting, but it does create some really interesting chases from block to block. The connecting corridors generally twist at least twice with 90-degree angles as they progress from room to room– effectively blocking line of sight. Players in close pursuit of another will inevitably lose sight of their prey as it progresses into the next room, and may be surprised to discover upon catching sight of him again that someone else has joined the hunt from a side corridor. The three-way slugfest that then results is as intense as it is brief. Usually it's better to go about running down a target from one of the elevated walkways– doing the same from the ground floor limits your mobility by reducing your movement options to either ascending the room's staircase or departing via the only passage, both of which can easily be covered by an opponent. The RL holds sway over this map due to the moderate ranges and close quarters, and the author has placed it at the center of the map to insure it will be heavily contested. Parked well within view of both the overhead walkways and all of the room's entrances, this weapon is about the only spot on the map that really draws players in. The LG and PG are both placed in different cells along the ground floor, while the RG, MH, and GL are placed on overhead walkways. I didn't find the RG particularly effective on this map, but the author seemed to think it warranted enough importance to rig it to a map-wide alarm that blares when it is picked up. Overall, gameplay seemed pretty cut and dry– nothing spectacular but still very enjoyable. (B+)

 

A solid little map that seems to get every last bit of mileage out of what is otherwise a very simple design. Energetic decentralized gameplay, good weapons placement, and a unique and superbly done atmosphere– this one is well worth a look. (B+)